public SelectWeaponButton CreateWeaponButtonTwo(LootItem weapon, int targetSlot = 2) { SelectWeaponButton button = Instantiate(SelectionButtonPrefab); button.Initialize(weapon, SlotOneImage, SlotTwoImage, SlotThreeImage, targetSlot); button.SetupWeaponNames(PistolName, WeaponOneName, WeaponTwoName); return(button); }
public void ShowOtherWeaponsTwo() { if (GameManager.instance == null) { return; } if (SelectionButtonPrefab == null || Layout == null || m_PurchasedWeaponList == null) { return; } ClearLayout(); m_Buttons = new List <Button>(); int count = WeaponList.Count; for (int i = 0; i < m_PurchasedWeaponList.Count; i++) { for (int j = 0; j < count; j++) { if (m_PurchasedWeaponList[i].id == WeaponList[j].id) { WeaponConfiguration weapon = WeaponList[j].Item as WeaponConfiguration; if (weapon != null && (weapon.Ammo.Type != Ammo.AmmoType.PISTOL && weapon.Ammo.Type != Ammo.AmmoType.RIFLE)) { SelectWeaponButton button = CreateWeaponButtonTwo(weapon); button.transform.SetParent(Layout.transform); button.transform.localScale = Vector3.one; if (!m_Buttons.Contains(button.GetComponent <Button>())) { m_Buttons.Add(button.GetComponent <Button>()); } } } } } if (m_Buttons.Count == 0) { return; } if (RightBuffer != null) { RightBuffer.SetAsLastSibling(); } for (int k = 1; k < m_Buttons.Count - 1; k++) { Button button = m_Buttons[k]; SetupNavigation(button, m_Buttons[k - 1], m_Buttons[k + 1]); } //SetupNavigation(m_Buttons[0], BackButton, m_Buttons[1]); //SetupNavigation(m_Buttons[m_Buttons.Count - 1], m_Buttons[m_Buttons.Count - 2], null); }